Dungeons 2 Patch 1.6.1 Change Log
Controller controls completely revised and improved, in particular:
- Button assignment completely revised
- Context-sensitive display of button assignments
- Selection radius in RTS mode now increases over time, no longer manually
- New screen center marker in RTS mode: Prettier, no longer disappears in objects, gives feedback on the targeted object similar to the mouse cursor
- Start a New Game menus controls greatly improved (skirmish, campaign and multiplayer)
- Revised menu screens and modal dialogs for controller controls
- When last unit dies in a neutral dungeon, you can still use the D-pad to change region
- Magic bar with hotkeys is no longer displayed in gamepad mode
- Unit list GUI now usable with controller
- Build-Queues now supported
- Deadzone logic improved
- Tools (Crate-o-Mats, etc.) can now be scrolled through
- Tutorial messages and controller controls tip of the day adjusted
- Steam controllers supported natively (Steam)
Performance optimization, in particular:
- Dungeon rendering greatly accelerated under DirectX 11
- Improved performance when displaying damage values
- Pre-placed outside world units are only activated shortly before player contact
- A variety of little delays corrected (for example, when large areas are marked for excavation, new songs are loaded, when scrolling at start of a level, etc.)
- Evilization optimized
- Optimized rendering of simple outside world objects and dungeon decorative objects
- Other tasks optimized for multicore systems (e.g., animations)
- Optimized dungeon unit path calculation in the rough planning phase
- Overall unit path calculation optimized
- Corrected performance hit occurring with many un-stored resources
- Logic physics system optimized
- Various other small optimizations
Stability improvements:
- Greatly reduced memory consumption under DirectX 11
- Leak in Sound Effects corrected
- Reduced overall music and sound effect memory use
- Some assets were not unloaded properly after use
- Object pools release previously unused objects
- Reduced GUI texture memory use
Multiplayer:
- Team Domination: now works properly
- In 3/4-player games, the game is now always won/lost as soon as the first player has been defeated
- Removed distinction between LAN/Internet game
- Disconnections are now better communicated to players
- The initial camera position is now correct for all players when loading a multiplayer game
- A changed player color is now displayed correctly when loading a multiplayer game
Balancing:
- Barthas Snow will be revived after 3 minutes maximum (previously 6 minutes)
- The ghoul skill "Braiiins!" now has a cooldown and costs energy
- Research duration for some spells increased, for others decreased
Level design:
- "King Robert must die!“: Cannon tower weakened by 50%
- "The Battle of King’s Ending": Regeneration for the Ultimate Evil increased significantly
- Battle map: spawners better coordinated
- Corrected spawners in several maps, especially the Paladin mob in "The Poshlands"
- Some creatures in individual maps mistakenly failed to attack players
- Various script corrections
- Fixed several minor bugs and imperfections
Miscellaneous:
- Japanese localization added (Steam, retail, Gog, Mac App Store)
- More light sources are now placed on the dungeon walls
- GUI: Barthas now visible in the dungeon minimap
- Snowball trap no longer rolls immovable objects such as doors and brewery boilers away
- GUI: Text spacing increased for better readability
- Loading of large savegames accelerated
- Units hidden in excavated areas can no longer be targeted with spells
- Fixed several problems with Ragdolls
- Level loading now less tricky
- Repaired various visual glitches